add vial-fill shader with liquid effect and smooth tween transitions; increase corner radius to 12px; replace progress bars with shader-based vial fill

This commit is contained in:
Eric Smith 2026-05-20 15:03:47 -04:00
parent 92110cfee7
commit 3eb089b776
6 changed files with 147 additions and 73 deletions

View file

@ -4,46 +4,52 @@ class_name CpuModule
@onready var title_label: Label = %Title
@onready var label: Label = %Label
@onready var progress: ProgressBar = %ProgressBar
@onready var vial_fill: ColorRect = %VialFill
var _collector: CpuCollector
var _displayed_fill: float = 0.0
var _fill_tween: Tween
func initialize() -> void:
module_title = "CPU"
_collector = CpuCollector.new()
_style()
module_title = "CPU"
_collector = CpuCollector.new()
_setup_shader()
_style()
func refresh(data: Dictionary) -> void:
var usage: float = _collector.collect()
if usage < 0.0:
return
var usage: float = _collector.collect()
if usage < 0.0:
return
var pct: int = roundi(usage)
label.text = "%d%%" % pct
progress.value = pct
var pct: int = roundi(usage)
label.text = "%d%%" % pct
# Smoothly tween the vial fill
var target: float = usage / 100.0
if _fill_tween and _fill_tween.is_valid():
_fill_tween.kill()
_fill_tween = create_tween()
_fill_tween.tween_method(_set_fill, _displayed_fill, target, 0.4).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_CUBIC)
func _set_fill(value: float) -> void:
_displayed_fill = value
var mat := vial_fill.material as ShaderMaterial
if mat:
mat.set_shader_parameter("fill", value)
func _setup_shader() -> void:
var mat := ShaderMaterial.new()
mat.shader = preload("res://shaders/vial_fill.gdshader")
mat.set_shader_parameter("liquid_color", Color(0.2, 0.5, 0.8, 1.0))
mat.set_shader_parameter("fill", 0.0)
vial_fill.material = mat
func _style() -> void:
title_label.add_theme_color_override("font_color", Color(0.7, 0.7, 0.8, 1.0))
label.add_theme_color_override("font_color", Color(0.9, 0.9, 1.0, 1.0))
label.add_theme_font_size_override("font_size", 48)
var fg := StyleBoxFlat.new()
fg.bg_color = Color(0.2, 0.5, 0.8, 1.0)
fg.corner_radius_top_left = 4
fg.corner_radius_top_right = 4
fg.corner_radius_bottom_right = 4
fg.corner_radius_bottom_left = 4
var bg := StyleBoxFlat.new()
bg.bg_color = Color(0.1, 0.1, 0.14, 1.0)
bg.corner_radius_top_left = 4
bg.corner_radius_top_right = 4
bg.corner_radius_bottom_right = 4
bg.corner_radius_bottom_left = 4
progress.add_theme_stylebox_override("fill", fg)
progress.add_theme_stylebox_override("background", bg)
title_label.add_theme_color_override("font_color", Color(0.7, 0.7, 0.8, 1.0))
label.add_theme_color_override("font_color", Color(0.9, 0.9, 1.0, 1.0))
label.add_theme_font_size_override("font_size", 48)

View file

@ -1,11 +1,19 @@
[gd_scene format=3 uid="uid://bq3bs2hb4r7fb"]
[ext_resource type="Script" path="res://panels/cpu/cpu_module.gd" id="1"]
[ext_resource type="Shader" path="res://shaders/vial_fill.gdshader" id="2"]
[node name="CpuModule" type="PanelContainer"]
anchors_preset = 0
script = ExtResource("1")
[node name="VialFill" type="ColorRect" parent="."]
unique_name_in_owner = true
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
mouse_filter = 2
[node name="MarginContainer" type="MarginContainer" parent="."]
anchors_preset = 15
anchor_right = 1.0
@ -31,10 +39,3 @@ size_flags_vertical = 3
unique_name_in_owner = true
horizontal_alignment = 1
size_flags_horizontal = 4
[node name="ProgressBar" type="ProgressBar" parent="MarginContainer/VBoxContainer"]
unique_name_in_owner = true
size_flags_horizontal = 4
max_value = 100.0
value = 0.0
show_percentage = false

View file

@ -4,14 +4,17 @@ class_name MemoryModule
@onready var title_label: Label = %Title
@onready var label: Label = %Label
@onready var progress: ProgressBar = %ProgressBar
@onready var vial_fill: ColorRect = %VialFill
var _collector: MemoryCollector
var _displayed_fill: float = 0.0
var _fill_tween: Tween
func initialize() -> void:
module_title = "Memory"
_collector = MemoryCollector.new()
_setup_shader()
_style()
@ -22,28 +25,31 @@ func refresh(data: Dictionary) -> void:
var pct: int = roundi(usage)
label.text = "%d%%" % pct
progress.value = pct
# Smoothly tween the vial fill
var target: float = usage / 100.0
if _fill_tween and _fill_tween.is_valid():
_fill_tween.kill()
_fill_tween = create_tween()
_fill_tween.tween_method(_set_fill, _displayed_fill, target, 0.4).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_CUBIC)
func _set_fill(value: float) -> void:
_displayed_fill = value
var mat := vial_fill.material as ShaderMaterial
if mat:
mat.set_shader_parameter("fill", value)
func _setup_shader() -> void:
var mat := ShaderMaterial.new()
mat.shader = preload("res://shaders/vial_fill.gdshader")
mat.set_shader_parameter("liquid_color", Color(0.2, 0.7, 0.4, 1.0))
mat.set_shader_parameter("fill", 0.0)
vial_fill.material = mat
func _style() -> void:
title_label.add_theme_color_override("font_color", Color(0.7, 0.7, 0.8, 1.0))
label.add_theme_color_override("font_color", Color(0.9, 0.9, 1.0, 1.0))
label.add_theme_font_size_override("font_size", 48)
var fg := StyleBoxFlat.new()
fg.bg_color = Color(0.2, 0.7, 0.4, 1.0)
fg.corner_radius_top_left = 4
fg.corner_radius_top_right = 4
fg.corner_radius_bottom_right = 4
fg.corner_radius_bottom_left = 4
var bg := StyleBoxFlat.new()
bg.bg_color = Color(0.1, 0.1, 0.14, 1.0)
bg.corner_radius_top_left = 4
bg.corner_radius_top_right = 4
bg.corner_radius_bottom_right = 4
bg.corner_radius_bottom_left = 4
progress.add_theme_stylebox_override("fill", fg)
progress.add_theme_stylebox_override("background", bg)

View file

@ -1,11 +1,19 @@
[gd_scene format=3 uid="uid://d2d4uqrd2hh3d"]
[ext_resource type="Script" path="res://panels/memory/memory_module.gd" id="1"]
[ext_resource type="Shader" path="res://shaders/vial_fill.gdshader" id="2"]
[node name="MemoryModule" type="PanelContainer"]
anchors_preset = 0
script = ExtResource("1")
[node name="VialFill" type="ColorRect" parent="."]
unique_name_in_owner = true
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
mouse_filter = 2
[node name="MarginContainer" type="MarginContainer" parent="."]
anchors_preset = 15
anchor_right = 1.0
@ -31,10 +39,3 @@ size_flags_vertical = 3
unique_name_in_owner = true
horizontal_alignment = 1
size_flags_horizontal = 4
[node name="ProgressBar" type="ProgressBar" parent="MarginContainer/VBoxContainer"]
unique_name_in_owner = true
size_flags_horizontal = 4
max_value = 100.0
value = 0.0
show_percentage = false

View file

@ -447,10 +447,10 @@ func _style_cell(cell: PanelContainer, col: int, row: int) -> void:
hidden.border_width_right = 1
hidden.border_width_bottom = 1
hidden.border_color = Color.TRANSPARENT
hidden.corner_radius_top_left = 6
hidden.corner_radius_top_right = 6
hidden.corner_radius_bottom_right = 6
hidden.corner_radius_bottom_left = 6
hidden.corner_radius_top_left = 12
hidden.corner_radius_top_right = 12
hidden.corner_radius_bottom_right = 12
hidden.corner_radius_bottom_left = 12
# Visible style — used during drag, may be modified by highlights
var visible := StyleBoxFlat.new()
@ -460,10 +460,10 @@ func _style_cell(cell: PanelContainer, col: int, row: int) -> void:
visible.border_width_right = 1
visible.border_width_bottom = 1
visible.border_color = Color(0.25, 0.25, 0.35, 1.0)
visible.corner_radius_top_left = 6
visible.corner_radius_top_right = 6
visible.corner_radius_bottom_right = 6
visible.corner_radius_bottom_left = 6
visible.corner_radius_top_left = 12
visible.corner_radius_top_right = 12
visible.corner_radius_bottom_right = 12
visible.corner_radius_bottom_left = 12
cell.add_theme_stylebox_override("panel", hidden)
cell.add_theme_stylebox_override("panel_focused", hidden)

View file

@ -0,0 +1,60 @@
shader_type canvas_item;
uniform float fill : hint_range(0.0, 1.0) = 0.0;
uniform vec4 liquid_color : source_color = vec4(0.2, 0.5, 0.8, 1.0);
uniform vec4 bg_color : source_color = vec4(0.08, 0.08, 0.12, 1.0);
uniform vec4 border_color : source_color = vec4(0.2, 0.2, 0.28, 1.0);
uniform float corner_radius : hint_range(0.0, 0.5) = 0.06;
uniform float border_width : hint_range(0.0, 0.1) = 0.008;
uniform float wave_amp : hint_range(0.0, 0.05) = 0.012;
uniform float wave_freq : hint_range(0.0, 15.0) = 4.0;
float rr_sdf(vec2 p, vec2 half_size, float r) {
vec2 d = abs(p) - half_size + r;
return min(max(d.x, d.y), 0.0) + length(max(d, 0.0)) - r;
}
void fragment() {
vec2 half_size = vec2(0.5, 0.5);
vec2 uv_centered = UV - half_size;
float max_r = min(corner_radius, half_size.x);
// Outer rounded rect
float outer_d = rr_sdf(uv_centered, half_size, max_r);
float outer = 1.0 - smoothstep(0.0, max(0.001, fwidth(outer_d)), max(outer_d, 0.0));
// Inner (inset by border_width)
float inner_r = max(0.0, max_r - border_width);
float inner_hw = max(0.0, half_size.x - border_width);
float inner_hh = max(0.0, half_size.y - border_width);
float inner_d = rr_sdf(uv_centered, vec2(inner_hw, inner_hh), inner_r);
float inner = 1.0 - smoothstep(0.0, max(0.001, fwidth(inner_d)), max(inner_d, 0.0));
// Liquid fill with a gentle animated wave at the surface
float wave = sin(UV.x * wave_freq * 6.283 + TIME * 1.5) * wave_amp;
float fill_line = fill + wave;
float liquid = 1.0 - smoothstep(fill_line - 0.001, fill_line + 0.001, UV.y);
liquid *= inner;
// Base background
vec3 col = bg_color.rgb;
// Liquid with subtle depth gradient (lighter near the top)
vec3 liq = mix(liquid_color.rgb, liquid_color.rgb * 1.35, 1.0 - UV.y * 0.6);
col = mix(col, liq, liquid);
// Surface highlight line
float surface = smoothstep(fill_line - 0.008, fill_line, UV.y) - smoothstep(fill_line, fill_line + 0.002, UV.y);
col += surface * vec3(0.3, 0.4, 0.5) * liquid;
// Border
col = mix(col, border_color.rgb, outer - inner);
COLOR = vec4(col, outer);
}